I figured out the conditions.

In the scene, I have a model that has cameras (pre-render) attached to some
portion of the models via textures. When I load that model, then it hangs.
Without this model, everything looks just fine

Nick

http://www.linkedin.com/in/tnick


On Wed, Dec 23, 2009 at 7:23 PM, Trajce Nikolov <nikolov.tra...@gmail.com>wrote:

> here is the code snippet
>
> mLib->getViewer()->stopThreading();
> mLib->getViewer()->removeView(view);
> mLib->getViewer()->startThreading();
>
> it is called before viewer->frame()
>
> let me investigate this a bit more. I tried to reproduce the problem with
> osgcompositeviewer example, but there is works
>
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Istanbul, 34, Turkey
>
> On Wed, Dec 23, 2009 at 6:47 PM, Robert Osfield 
> <robert.osfi...@gmail.com>wrote:
>
>> HI Nick,
>>
>> On Wed, Dec 23, 2009 at 4:27 PM, Trajce Nikolov
>> <nikolov.tra...@gmail.com> wrote:
>> > Hi Robert,
>> > now it hangs at
>> > // dispatch the rendering threads
>> >     if (_startRenderingBarrier.valid()) _startRenderingBarrier->block();
>> > the same method
>>
>> Is this during the the stopThreading() call?  After?  Have a look at
>> what other threads are running to see where they have stopped.
>>
>> Robert.
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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